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Game Rendering

Game Rendering
Game Rendering is a site dedicated to the hard challange to render fantastic and beautiful 3D games. It's a blog mixed with articles, code snippets and links to interesting papers and techniques that's useful while developing 3D game renderers.

Artiklar

Great free graphics programming books!
2009-12-10 22:09:00
Here is a list of good books that all graphics programmer's should read. They are a little dated now, but FREE!                      Feel free to mention in the comments if you know other free books online.
Texture Atlas
2009-12-09 09:06:00
Texture atlas [1][2] is a technique to group smaller textures into a larger texture. This decreases the number of state switches [3] a renderer needs to do and therefore often increases performance. Texture atlases have been used for a long time in the video game industry for sprite animations. When using ...
VPOS
2009-12-07 21:03:00
Starting with DirectX Pixel Shader Model 3.0 there exist an input type called VPOS. It's the current pixels position on the screen and it's automatically generated. This can be useful when sampling from a previously rendered texture when rendering an arbitrarily shaped mesh to the screen. To do this, we ...
Position Reconstruction
2009-12-07 21:03:00
There are many occasions when the fragment position in world space needs to be reconstructed from a texture holding the scene depth (depth texture). One example of use is in deferred rendering when trying to decrease memory usage by not saving the position but instead only the depth. This will ...
Render Thickness
2009-09-26 02:01:00
In [1] they describe a clever way of rendering the thickness of an object in a single pass. The method only correctly works for convex objects but this limitation isn't that bad, the method can often be used to get the approximated thickness of concave objects as well. For example, ...
Instanced Billboards
2009-09-26 02:01:00
In DirectX9, one can use instanced billboards to render lots of particles with good performance. Since we presume all particles to be billboards constructed from two triangles forming a quad, by using instancing, we can reuse this geometry data (only uv-coordinates needed) for each particle and therefore saving bandwidth. When rendering, ...
Soft Particles
2009-09-16 09:37:00
The aim with soft particles is to remove the ugly artifact that appears when the particle quad intersects the scene. There are a lot of different approaches to solve this, some more complicate than others. The simplest formula for soft particles is to just fade the particle if it's getting ...
Normal Mapped Billboards
2009-09-15 21:36:00
This technique doesn't actually invent something new. It's just a combination of normal mapping and billboards to realistically lit particle systems. It has been used successfully in many games to fake volumetric smoke. The movie below shows an example of a lot of particles, rendered as billboards that are normal ...
Fluid Simulation and Rendering
2009-09-15 21:36:00
For effects like smoke or water, a fluid simulation and rendering approach is needed. There are currently two popular methods for this: Simulate the fluid on the CPU and send the result as particles to the GPU for rendering as billboards. This is often called a particle system. The technique has ...
Particle Geometry
2009-09-15 21:36:00
When doing a particle system one must decide what type of geometry to send to the GPU. In other words, what vertices. It's also important to decide where and when to transform the geometry to screen space for rasterization. It have been standard to use quads (sometimes just single triangles) as ...
Welcome to Game Rendering!
2009-08-24 00:18:00
While developing games I've been collecting lots of links to useful pages and as they increased in amount I needed some way to organize them. I realized that they might be useful for others too so I decided to create a simple website with the links and other information I've ...
Grid Traversal
2009-08-24 00:18:00
Probably the best and most famous grid traversal algorithm uses a simple loop that for each iteration takes one more step in the grid. It works in both 2D and 3D. Java code: public boolean isFreePath(float startX, float startZ, float endX, float endZ) { ...
Basic Triangle
2009-08-24 00:18:00
The triangle is the basic geometry that is used when rendering. All other shapes of geometry you want to draw must be divided into triangles. The triangle parts: Face, the triangle itself, the area is what is gonna be rasterized (with normal fill mode at least). Face normal, the ...
Wavelet Turbulence for Fluid Simulation
2009-08-24 00:18:00
This is a new and interesting way to add more detail to simulated fluids like smoke. Even if it's far from realtime, some idea´s might be useful in games too.  The link to the paper: http://www.cs.cornell.edu/~tedkim/WTURB/wavelet_turbulence.pdf
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